Warrior Mage Fighting

Munk Madness Update Notes

Welcome, Adventurers, to the Munk Carnival! The Munk Madness Expansion arrives in 3 days on November 22nd, with thrilling Moa Races, multi-week Raffles, and new Companions to join you on your journey with the new earning feature Gemstone Transmutation!

On the battlefield, everything changes with a huge Archetype balance patch, new Guild War Supplies, and the introduction of Aether Monoliths to ignite Open World PvP. From new high-level monster spawns to a High-Stakes mode for Expeditions & Echoes, this expansion is packed with content for every type of Adventurer.

Watch the Munk Madness Trailer Here!

 


The Munks have outdone themselves with the grand opening of the Munk Carnival, a place where laughter, music, and chance fill the air! Beyond the Root Portal in Ravencrest lies a colorful world of games, rewards, and wonders waiting for adventurers of all kinds.

Explore the brand-new Munk Carnival grounds, where you will find attractions and games of chance to test your luck and, if fortune is in your favor, walk away with new riches. Stake in thrilling Moa Races and watch feathers fly, spin the Fortune Wheel for a chance at new prizes, or let fate call out your name in the Lucky Raffle. There’s a game for everyone!


Carnival and Lucky Chips are used to play in Carnival games and can be traded for Silver or Lucky Coins with the Munk Chipmaster. You can also trade back any Chips you earn in the games for their associated currency. When staking Chips, you also obtain Carnival Stubs, which can be used to claim spins of the Fortune Wheel!

Whether you come to test your luck, enjoy the games, or simply soak in the festive spirit, there’s no shortage of joy to be found under the Carnival’s banners.

Learn everything that fate has in store for you in the Munk Carnival DevBlog!
 


Speed, thrills, and a cloud of feathers: the Moa Racing Track is open! Choose your Moa, cheer on your favorite racers, and watch as six daring Moas sprint toward glory in this fast-paced Munk Carnival attraction. Every race brings a new chance to win big and brag loud if your chosen Moa crosses the finish line first.


Stake Carnival Chips or Lucky Chips on your chosen racer, each one has a star rating reflecting their ability, which determines the potential payout. Play it safe with the people’s favorite, take a chance with the underdog for a big win, or spread your Chips between multiple competitors to increase your odds. Every 3 minutes a new race takes place, and the first to cross the finish line takes all the glory!

Find the Moa Racing Track just south of the Carnival Portal, let Munk Bookie help you and head over to the stands to watch the ongoing race. Once the starting shot rings out and the crowd erupts, trust your gut, because luck often favors the bold at the Moa Racing Track.

Psst! Find out the best leads for the next race in the Munk Carnival DevBlog!
 


Feeling lucky? Visit Cornelius Goldwhisker’s Lucky Raffle! Hosted by the fantabulously charismatic Sultan of Lucky Paws, Cornelius Goldwhisker himself! Sorry, this part was written by Cornelius.

The Lucky Raffle is your chance to turn Carnival Chips into fortune! Purchase Tickets, enter the draw, and wait for the grand announcement that could make you the next big winner. Each raffle resets every 72 hours, so there’s always another opportunity to test your luck and walk away with an incredible prize.


Raffle Tickets can only be purchased with Carnival Chips. These Chips can be exchanged for Silver with the Munk Chipmaster. Every Ticket you hold is an entry in the current 72-hour cycle, at the end of which a single winning Ticket is drawn. Every raffle features a grand prize, and once it’s drawn, all Tickets are cleared and a new cycle with a brand new reward begins.

Stack those Tickets high! The more you hold, the better your chances of having the lucky winning one! Claim your ticket to fortune and learn more about the Lucky Raffle in the Munk Carnival DevBlog.
 


Meet the Adventurer’s Ultimate Companions! Pets come in multiple rarities, each with their own personality, including the elusive Shiny Pets, one-of-a-kind companions that can only be claimed once. Pets provide useful bonuses in the form of Pet Perks, and the rarer ones can perform Gemstone Transmutation to turn Gemstones into $QUEST.

Spin the Munk Carnival’s Fortune Wheel for a chance at treasures and priceless friends alike. With Carnival Stubs or Lucky Stubs, obtained when staking Chips, you can give the Carnival Wheel and the Lucky Wheel a spin for a chance at valuable prizes and, with a little luck magic, one of these companions may manifest, eager to join your adventures.


From Common to Legendary, Pets come in many shapes and flavors, but all can provide useful Pet Perks. Every pet has a chance of having any of the following Perks, and higher rarity Pets provide stronger bonuses.

  • Attribute Perks ー Grant bonuses to primary attributes.
  • Combat Perks ー Grant bonuses to different combat-related activities, Creature Loot, Infusion and Aether Stones drop rates, Bounty Marks from Ranger’s Company Tasks and Expedition Luck.
  • Gathering Perks ー Increase the chance to obtain rare materials from Gathering Professions.
  • Crafting Perks ー Increase the effectiveness of Touch and Synthesis abilities for Crafting Professions.


Pets of Arcane rarity and higher can also perform Gemstone Transmutation to convert gemstones into $QUEST. All high rarity Pets can perform Transmutation, but they require Energy to do so, and higher rarities replenish their Energy faster. Some Pets might even possess a Trait, enhancing their transmuting capabilities:

  • Heroic ー More efficient at Ruby Transmutation
  • Wise ー More efficient at Sapphire Transmutation
  • Steadfast ー More efficient at Topaz Transmutation
  • Cunning ー More efficient at Emerald Transmutation


And of course, wherever you go, your chosen Pet will follow faithfully, a trusty companion always by your side adding a touch of charm and personality to every journey!

Discover more about your new Pet friends in the Pet System DevBlog!
 

But that's not all... The Munk Madness just got even more exciting! It’s time to prove your skill, your fortune… and your madness in not just one, but two brand-new Seasonal Leaderboards!

Carnival Leaderboard

Think you’ve got what it takes to rise above the crowd? Every time you stake in Carnival games such as Moa Racing or the Lucky Raffle, you earn Carnival or Lucky Stubs — and those Stubs now fuel your climb in the Carnival Leaderboard!

  • Carnival Stub — 1 Leaderboard Point
  • Lucky Stub — 2 Leaderboard Points


This Leaderboard is open to all players, and the top competitors will walk away with $QUEST Rewards at the end of the season. Whether you are cheering for your Moa or stacking Tickets for the next Raffle draw, every play gets you one step closer to the top.

The Carnival Leaderboard will become available November 22nd, as soon as the expansion releases. Luck favors the bold, so get staking and start climbing! 


Gemstone Transmutation Leaderboard

For the master transmuters and Gemstone hoarders, a new challenge awaits. Pets of Arcane rarity and above can turn your Gemstones into $QUEST, and now your alchemical prowess will earn you a place in the Gemstone Transmutation Leaderboard! This exclusive Leaderboard tracks:

  • The total number of Gemstones you’ve transmuted.
  • The total $QUEST earned through Transmutation (1 $QUEST = 1 Leaderboard Point)


This is a Landowners-only Leaderboard — but the rewards are worth the effort. The Top 20 players will receive Lands and Lucky Coins (yes, there is a Stronghold for the Top 1!), cementing their place among the most powerful adventurers of the season.

The Gemstone Transmutation Leaderboard will become available November 22nd, as soon as the expansion releases. If you believe in the power of your Pets… that's how you will prove it.

 


Rally your warband! The battlefield evolves with the arrival of Guild War Supplies! During Guild Wars, you and your companions can now purchase specialized tools to shift the tide of battle in your favor, from deadly Bolt Spitter ballistas to tactical Banners that bolster allies and pressure opponents. Designed to encourage new strategies and teamwork, these supplies make every battle more dynamic than ever.

The Munk Provisioner, stationed just outside each team’s base camp, offers powerful new tools for every frontline. Bolt Spitter ballistas allow guilds to fortify positions or create kill-zones that pressure attackers. Strategic Banners provide short-lasting boosts to damage, defense, or health regeneration, letting teams push forward or hold ground when it matters most.


War Supplies are limited in how many you can carry, and all share a personal cooldown, so their placement and timing become key elements of a guild’s broader strategy. Plan well, coordinate with your allies, and unleash these tools at pivotal moments to gain the upper hand.

Gather your officers! Start planning your strategy with fresh intel from the Guild Shop DevBlog.

 


Empower your guild! The Guild Shop has arrived, bringing a new way for guilds to grow stronger together. Members can now purchase and activate powerful guild wide buffs that benefit every active member. Whether your guild focuses on hunting, gathering, crafting, or expeditions, these buffs help every member progress faster and achieve more each day!


Guild Buffs can be activated using Silver or $QUEST. Leaders and Vice-Leaders may choose to fund activations using the Guild Bank, while other members must spend personal funds. Once activated, each buff lasts for 24 hours, and all buffs can run simultaneously to support any activity your guild pursues. Available buffs include:

  • Combat Experience ー Boosts experience gained from defeating creatures.
  • Monsters Drop Rate ー Increases the drop rate of items from creatures.
  • Aether Stone Chance ー Improves the chance of finding Aether Stones when slaying creatures.
  • Gathering Experience ー Enhances experience gained from Gathering professions.
  • Crafting Experience ー Enhances experience gained from Crafting professions.
  • Expedition Luck ー Increases Expedition Luck, improving chances to find Shiny Keys.


With every member able to contribute and every buff strengthening the whole guild, the Guild Shop becomes a powerful centerpiece for long term cooperation and growth.

Plan ahead and review all these features in the Guild Shop DevBlog!

Open World PvP receives a major improvement with a clearer and more predictable Conflict Rotation system! With the Munk Madness, at all times 3 regions will enter Conflict for 3 hours and, after 1 hour, one of these regions will escalate into a full Warzone for the remaining two hours before the cycle resets and a new trio of regions takes over.

These rotations focus on higher level areas to ensure meaningful encounters. The participating regions are: Gilead, Glaceforde, Fields of Despair, Crowhollow Bog, The Blotch, Elder Coast, Frost Steppes and Ostera.

Additionally, to make those regions more rewarding, each one receives a unique, powerful bonus while they are under the Conflict/Warzone status:

  • +20% Experience Gain from defeating creatures.
  • +20% Item Drop Rate from creatures.
  • +25% Chance to obtain Double Materials from Open World Gathering.
     


Lastly, the Plunder Channel will be temporarily disabled to encourage activity within these updated rotations. Learn more about all PvP adjustments and more in the Open World PvP DevBlog!
 

A brand new Open World PvP objective arrives with the discovery of Aether Monoliths! These mysterious structures awaken when a region enters Warzone, becoming a capture points for Guilds to compete over.

During a Warzone, the region’s Monolith can be captured by channeling on its power for 60 seconds uninterrupted, rewarding Fame to all online members who hold a Guild Crest. Once a Guild claims a Monolith, a cooldown prevents them from capturing another one for two hours, ensuring fair competition across all channels! However, rival Guilds can still disrupt each other’s attempts and contest the area, so every capture becomes a strategic challenge.


With new objectives, new rivalries, and new rewards, Aether Monoliths bring a fresh surge of action to the Open World. Discover all the details and prepare your strategy in the Aether Monoliths section of the Open World PvP DevBlog!


We are happy to introduce a new optional mode for Expeditions and Aether Echoes called High Stake. This mode allows players to invest more resources upfront in exchange for significantly greater rewards, earning 3× the rewards of a normal Expedition/Aether Echoes encounter.

High Stake Expeditions

Choosing a High Stake Expedition is equivalent to completing three Expeditions at once:

  • Requires the entry cost compared to a Normal Expedition.
  • Players receive the revives during the run (9 total, instead of 3).
  • Players earn 3× Experience rewards.
  • Players have the min–max chest rolls.
    • For example, if a chest normally grants 1–3 rolls, a High Stake Expedition will grant 3–9 rolls. This also applies to the Shine Key, so if the key adds +1 roll, it will now add +3 rolls
  • Players receive the min–max Jewels (same calculation as chest rolls).
  • It counts as 3 Expeditions toward Achievements progress (Expedition Expertise and Expeditionary Legend).
  • Finally, each High Stake Expedition counts as 3 Expeditions towards the daily limit.


High Stake Aether Echoes

Just like Expeditions, High Stake Aether Echoes are now available!

  • Requires 3× the amount of Scrolls per member.
  • Grants 3× the Experience and Loot rewards.
  • Counts as 3 completions toward Achievements progress (Echoes of Madness and Defeat Aether Echo Bosses).

 


With the new expansion, we are introducing five new monster respawns across a wide range of levels — each accompanied by fresh Rangers Company tasks!

  • A new hive of Tiger Bugs has been spotted deep within the northern jungles of Sajecho Island, offering a welcoming challenge for adventurers between Levels 24–26.
  • In Gilead, the Pirates of Addler’s Nest have expanded their hideout, reinforcing their ranks with new sailmates between Levels 51–53.
  • As part of their push into the continent of Ostera, the Morningstars have established a new worker district in their home city of Firslight, in Zephyr Vale, where laborers between Levels 54–58 can now be found.
  • High atop the Spine in the arid Hadarak Desert, a mysterious hut has suddenly opened its doors. Explorers venturing inside have encountered Pummeldillos between Levels 62–66 burrowing through the tunnels below — though a strange boulder blocking the end of the cave hints that deeper secrets remain sealed away.
  • And finally, Sajecho Island continues to reveal its buried past: an ancient crypt linking Deadman’s Shore to the depths beneath the Tower of the Everliving has emerged, inhabited by Skeletons between Levels 72–75.

 



Expeditions

Several mechanical improvements have been made to the Expedition system to enhance pacing, balance, and rewards, particularly in situations where players are unable to fully complete a run.

Side Room Logic Adjustments

  • Side paths are now limited to a single room, preventing long detours and excessive backtracking.
  • Both side rooms will now always branch from different main rooms, ensuring better map distribution and exploration variety.


Profession Check Experience

  • Players now receive Profession Experience when successfully completing a Profession Check through the level requirement (not when bypassing it with items such as Toolboxes). Experience rewards scale by the Tier of the check:
    • Tier 1 → 2,500 EXP
    • Tier 2 → 3,500 EXP
    • Tier 3 → 4,500 EXP
    • Tier 4 → 6,000 EXP
    • Tier 5 → 7,500 EXP


Boss Room Mechanics Adjustments

  • Reduced the number of trap combinations in boss rooms to provide a smoother and more balanced experience.
  • Removed traps that previously cluttered the center of rooms, allowing for more flexible gameplay across different builds.


Potions

We have applied several adjustments to the Potions System, refining cooldowns, restoration values, and how different consumables interact. These adjustments aim to make potion usage more intuitive, consistent, and better balanced overall. The changes include:

  • Reduced the cooldown of all potions from 45s to 30s.
  • Updated shared cooldown rules:
    • Health Potions now share cooldown only with other Health Potions and Mixed Potions (no longer with Mana Potions).
    • Mana Potions now share cooldown only with other Mana Potions and Mixed Potions (no longer with Health Potions).
    • Mixed Potions now share cooldown with Health, Mana, and Mixed Potions.
  • Rebalanced all Health, Mana, and Mixed potion restoration values, using Basic Quality as the new baseline.
  • Removed all “over time” restoration effects from potions that previously used them.
  • Adjusted the silver prices for NPC-purchasable potions.


RavenCards

  • RavenCards will now grant Renown for both Ascendable and Non-Ascendable versions of each rarity.
  • Increased the Renown values of the following RavenCard rarities:
    • Exalted: From 50 → 100 Renown
    • Mythic: From 250 → 500 Renown
    • Legendary: From 500 → 1,000 Renown


These changes will be applied retroactively, granting additional Renown to players with existing RavenCard collections.


Professions

General Changes

The “gathering time reduction” skill found on the second row of profession passives has been reworked for Farming, Husbandry, Woodcutting, and Herbalism.

New Effect: Increases the base chance of obtaining higher-quality materials by x% (bonus is multiplicative with the base chance).

Mining is the only profession retaining (and receiving an increase to) its gathering time reduction effect, as it benefits uniquely from this mechanic compared to other gathering professions.
 

Mass Craft

Applied improvements to the Mass Craft feature to make large-scale crafting more rewarding and better aligned with profession progression:

  • Base Mass Craft Amount: increased from 5× → 10×.
  • Mass Craft Increase per Profession Level (above recipe level): from +3 → +10.
  • Maximum Mass Craft Limit: from 50 → 200.


Fishing

  • Reduced the overall amount of treasures obtained through fishing.
  • Reduced the chance for treasure chests to contain gems.


Mining

We are introducing several Mining adjustments aimed at improving pacing and creating a more balanced gathering experience. These updates refine the time required to harvest nodes, the amount of progress gained with each successful swing, and the overall impact of profession passives that increase mining speed. In addition, passives related to Gem acquisition have been buffed, giving miners an even greater chance to uncover valuable Gems during their expeditions.

  • Increased the time reduced per successful swing by approximately 67%.
  • Increased the total time required to fully gather a node by 50%.
  • Applied adjustments to Swift Quarry (Passive Skill):
    • Removed the Movement Speed bonus.
    • Chance to activate reduced from 20% → 10%.
    • Increased Mining Speed bonus to 45%.
    • Increased duration from 30 seconds → 120 seconds.
    • Added a 180 second cooldown before it can activate again.
    • During cooldown, players will see the “Exhausted Miner” debuff on their UI.
  • Applied adjustments to Mining Speed (Passive Skill):
    • Changed the percentage reduction on waiting time from 3%/3%/5%/3%/3%/5% to 5%/5%/8%/5%/5%/8%.
  • Applied adjustments to Gems Passive:
    • Increases bonus percentage from 5%/5%/8%/5%/5%/8% to 12%/12%/26%/12%/12%/26%.


Passives

Hasty Herbalist (formerly Meticulous Herbalist) has been reworked due to the frustration caused by automatically leaving behind extra herbs. The new design focuses on improving the speed at which players can gather Herbs and Mushrooms in the open world, especially in more dangerous areas.

New Effect: After finishing gathering a Herb or Mushroom in the Open World, you have a 20% chance to instantly gather the next Herb or Mushroom in the Open World for the next 5 minutes.


Lastly, Seasoned Lumberjack has been reworked with the goal of keeping Dense Log production more closely tied to land-based gathering rather than open-world nodes. We will be monitoring the Dense Log market closely following the update and will make further adjustments to both direct and indirect sources (such as land production and Treasure Chests) if needed.

New Effect: After finishing gathering a Tree in the Open World, you have a 20% chance to increase the quality of all logs from the next Tree you gather in the Open World by +1 Tier for the next 5 minutes.


Miscellaneous

  • Players can now deposit up to 7 Lands in-game. Previously, the limit was 5.
  • Gemstones now have an additional tier. Tier 8 Gemstones have been added to the game.
  • Removed the $QUEST Pass requirement to get Silver or Certificates using $QUEST in the Currency Exchange.
  • While the temporary 75% reduction to Death Debt has been reverted, the system has been rebalanced, and its overall cost has now been permanently reduced by 50%. Players will now pay only half of the original amount upon death.
  • Players can no longer reset their Attribute points while inside Expeditions, Aether Echoes, or Arena matches. This restriction does not apply to the Arena lobby.
  • To make cooldown information clearer and more consistent across the interface, several adjustments have been made to skill-related UI elements:
    • “Cooldown” has been renamed to “Final Cooldown.”
    • “Ravencard Rarity” has been renamed to “Ravencard Tier.”
    • The cooldown shown in skill descriptions (next to the clock icon) now always displays the base cooldown and no longer updates when the skill is upgraded.
  • When a Story Quest or Rangers Company task is not tracked in the Quest Tracker, its marker will now also be hidden on both the World Map and the Minimap.
  • Feral Jackals are now part of the Jackals family. They now drop items previously exclusive to other Jackals, count toward the Jackals Rangers Company task, and are affected by the Jackal’s Armband trinket.
  • Chat tags will no longer be included when copying a player's name.

 


Adventurers, before we dive into the specifics of this balance update, we want to share our moving philosophy on game balance.

In any living, breathing MMORPG, there is nothing worse than a stale meta. While the dream of "perfect balance" is always desired, the truth is that not only is it unachievable ー even for the biggest/most competitive games in the world ー but it can often lead to a less fun and less dynamic experience for players.

While we will always strive for strong balance, we believe it is more important to ensure that the meta is RavenQuest is a constantly evolving one. With this expansion, and moving forward, we will be looking to more frequently bring new meta-changing balance patches. Yes, this means some builds that were once dominant may no longer be the top choice. We want to foster an environment where you are encouraged to constantly explore new builds, discover new synergies, and conquer new metas. The game is a living world, and its combat should feel just as alive.


Warfare

The primary focus for Warfare was addressing resource inconsistency. Previously, several core abilities had no mana or health cost, allowing unlimited use while all other archetypes had to manage resources. This inconsistency was really painful for Feasting Strike, which provided free and prolonged sustain, while other archetypes had no access to such tools at all. We've added mana costs to these free abilities and increased some cooldowns to bring Warfare in line with game-wide resource management standards and create more meaningful decision-making during combat.


Brutal Strike

  • Mana Cost increased from 0 to 1%.


Bull Rush

  • Mana Cost increased from 0 to 5%.


Pummel

  • Mana Cost increased from 0 to 6%.


Feasting Strike

  • Mana Cost increased from 0 to 8%.


Fierce Leap

  • Cooldown increased from 45 to 60 seconds.


Berserk

  • Cooldown increased from 45 to 55 seconds.
  • Mana Cost increased from 0% to 10%.


Archery

Archery received significant build diversity improvements through Adaptive Power conversions on some key abilities that were also discarded from current meta. This change allows players to build hybrid damage dealers that can scale with either Weapon Power or Spell Power, opening up new playstyle possibilities. We've also improved PvE effectiveness for several abilities and added synergies to create more tactical gameplay.


Viper Arrow

  • Power type changed from Weapon Power to Adaptive Power.
  • Damage type changed from Weapon Damage to Adaptive Damage.
  • Mana Cost increased from 3% to 8%.

New Description: Shoots an arrow that deals 60% (Adaptive Power) adaptive damage to the target and applies Poison that deals 5% (Adaptive Power) adaptive damage per second for 8 seconds. Poison damage is increased by 5% (Adaptive Power) adaptive damage per 10 Aether consumed.

Quick Fire

  • Now specifies that the 4 arrows are basic attack arrows.
  • No numerical or scaling changes were made.

New Description: Shoots 4 basic attack arrows, each one dealing 45% (Weapon Power) weapon damage for 1 second. Increases damage dealt by 6% (Weapon Power) weapon damage per 10 Aether consumed.

Snaring Shot

  • Power type changed from Weapon Power to Adaptive Power.
  • Damage type changed from Weapon Damage to Adaptive Damage.
  • No numerical or mechanical changes.

New Description: Shoots an arrow that deals 50% (Adaptive Power) adaptive damage, applying snare to target for 2 seconds. The duration of the snare is doubled if the target is a creature.

Venom Grenade

  • Power type changed from Weapon Power to Adaptive Power.
  • Damage type changed from Weapon Damage to Adaptive Damage.
  • Damage per second value increased from 20% to 25%.
  • Now deals double damage against creatures.

New Description: Throws a venom grenade in a small area, dealing 25% (Adaptive Power) adaptive damage per second for 8 seconds. Affected targets are slowed by 30% and their received healing is reduced by 35% for 10 seconds. Deals double damage against creatures.

Dragons Arrow

  • Power type changed from Weapon Power to Adaptive Power.
  • Damage type changed from Weapon Damage to Adaptive Damage.
  • Burn duration increased from 4 seconds to 5 seconds.
  • New effect added: Deals an additional 35% (Adaptive Power) adaptive damage per second to confused targets.
  • Mana Cost increased from 10% to 12%.

New Description: Shoots an arrow that causes the target to burn, dealing 75% (Adaptive Power) adaptive damage per second for 5 seconds. Creates a burning ground between you and the target area applying the same effect to enemies crossing it and slowing them by 20%. Cooldown is reduced by 3 seconds per 10 Aether consumed. Dragons Arrow deals additional 35% (Adaptive Power) adaptive damage per second to confused targets.

Draconic Crusader

  • Power type changed from Weapon Power to Adaptive Power.

New Description: Targets that stand on burning ground affected by Dragons Arrow receive a (Defense Power) reduction from 5.0% to 12.5% of your (Adaptive Power) for 6 seconds, depending on the rarity of equipped card.
 

Shadow

Shadow changes focused on standardizing mana costs across the archetype's abilities. Previously, resource costs were inconsistent, making some abilities too spammable and cheap compared to other archetypes - Shadow had the best mana to damage ratio from all in-game archetypes on almost all damage dealing abilities. The increased costs create better resource management gameplay and ensure that using crowd control and burst abilities requires proper planning rather than mindless reflexive responses.


Shadowstrike

  • Mana Cost increased from 2% to 5%.


Shadowbind

  • Mana Cost increased from 5% to 6%.


Anti-Healing Venom

  • Mana Cost increased from 5% to 8%.


Sinister Plot

  • Mana Cost increased from 6% to 10%.


Death Blossom

  • Cooldown increased from 45 to 50 seconds.
  • Mana Cost increased from 10% to 15%.


Illusive

  • Cooldown increased from 45 to 50 seconds.
  • Mana Cost increased from 10% to 15%.

 

Protection

All Protection changes increased mana costs to standardize tank resource management. Previously, Protection could spam abilities with minimal resource consideration. The new costs ensure that defensive buffs, crowd control breaks, and group utility abilities require meaningful resource commitment and strategic timing, making Protection less of an apex choice in all scenarios.


Smiting Smash

  • Mana Cost increased from 3% to 5%.


Shield Throw

  • Mana Cost increased from 3% to 5%.


Banner of Protection

  • Mana Cost increased from 5% to 8%.


Spirit Shield

  • Mana Cost increased from 7% to 8%.


Blessed Earth

  • Mana Cost increased from 7% to 10%.


Unchained

  • Mana Cost increased from 8% to 14%.


Unbreakable

  • Mana Cost increased from 10% to 15%.


Wizardry

Wizardry received mixed adjustments focused on balancing burst damage while improving sustained damage values. Flow of Magic and Amplification were reworked to create better risk/reward ratios and bring more reasons for mana potion usage. Several abilities gained healing reduction effects to give Wizardry more utility in group fights, while Erupt lost its easily stackable healing reduction. Fire Shield was changed from instant reflect to damage-over-time for more consistency and better flow with DoT builds.


Flow of Magic

  • Stack requirement to trigger effect decreased from 100 Flow of Magic stacks to 50 Flow of Magic stacks.
  • Critical damage increase reduced from 20% to 10%.

New Description: Every 1% mana spent, gives you a Flow of Magic stack for 10 seconds. Upon reaching 50 Flow of Magic stacks, increase your critical damage by 10% for 6 seconds, and all stacks are consumed when the effect ends.

Amplification

  • Damage increase changed from 8% to 10%.
  • Cost increase changed from 25% more mana or health to 50% more mana or health.

New Description: Increases the damage of your skills by 10% at the cost of 50% more mana or health.

Fire Shield

  • The effect changed from dealing damage once per attack to applying a burn status effect.
  • Now specifies that only basic attacks trigger the burn effect.
  • Damage type changed from a single instance to a damage-over-time effect.
  • Trigger condition changed from casting an Archetype skill once every 10 seconds to once every 12 seconds.

New Description: Any basic attack made against you causes the attacker to burn, receiving 10% (Spell Power) spell damage per second for 3 seconds. This effect can only be active if you cast an archetype skill once every 12 seconds. The burn status can be applied to the same target once every 3 seconds.

Erupt

  • Damage over time per Deep Burning stack reduced from 10% (Spell Power) to 5% (Spell Power) per tick.
  • Duration of Deep Burning damage increased from 6 seconds to 10 seconds.
  • Removed Healing reduction effect of 20% per Deep Burning stack.
  • Deep Burning no longer reduces healing received.

New Description: Deals 60% (Spell Power) spell damage and applies 3 stacks of Deep Burning on target. Each Deep Burning stack deals 5% (Spell Power) spell damage every 2 seconds for 10 seconds. Applies 1 additional Deep Burning stack per 10 Aether consumed.

Coldblast

  • New effect added: reduces healing received by 10% for 5 seconds.

New Description: Deals 100% (Spell Power) spell damage to targets within a medium area around you and snare them for 2.5 seconds. The duration of the snare is doubled if the target is a creature. Reduces healing received by 10% for 5 seconds.

Meteor Strike

  • New effect added: reduces healing received by 30% for 5 seconds.

New Description: When channeling finishes and after a 1 second delay, a massive meteor falls at the target location, dealing 500% (Spell Power) spell damage in a small area and 60% of the damage in a medium area. Reduces healing received by 30% for 5 seconds.

Iceforge Frostcaller (RavenCard)

  • Damage values changed from 50-85% to 55-90%.

New Description: Icestorm no longer requires to be channeled, but deals 55-90% of the damage

Pyroblast

  • New effect added: reduces healing received by 20% for 3 seconds.

New Description: Deals 300% (Spell Power) spell damage to the target. Channeling time is reduced by 0.7 seconds and cooldown is reduced by 2 seconds per 10 Aether consumed. Reduces healing received by 20% for 3 seconds.


Holy

Holy changes focused on improving gameplay flow. Flash Heal received a significant mana cost reduction to enable more responsive but slower healing, while Mend shifted towards better burst healing windows. We also gave Holy a bit better offensive capability in PvE through the Bloodthirsty Kaiman changes, addressing feedback that Holy struggled to contribute any significant damage in PvE scenarios. While Holy alone remains a low damage output archetype, it can now synergize better with Archetypes such as Spiritual or Naturalist that received additional PvE targeted buffs.


Flash Heal

  • Healing Power scaling changed from 170% to 100% for the base heal.
  • Bonus heal scaling changed from 50% to 40% (Healing Power).
  • Mana Cost reduced from 10% to 5%.

New Description: Heals the target for 100% (Healing Power) health. Every third Flash Heal heals a bonus 40% (Healing Power) health to the target and becomes an instant cast.

Mend

  • Healing per second increased from 20% to 40% (Healing Power).
  • Duration decreased from 15 seconds to 8 seconds.
  • Healing increase per 10 Aether consumed increased from 6% (Healing Power) to 11% (Healing Power).

New Description: Heals the target for 40% (Healing Power) health per second over 8 seconds. Increases healing by 11% (Healing Power) per 10 Aether consumed.

Bloodthirsty Kaiman (RavenCard)

  • Power type changed from Spell Power to Healing Power.
  • Damage changed from 10-20% Spell Power over 10 seconds to 80-105% Healing Power instant damage.
  • New effect added: deals double damage against creatures.
  • Damage type changed from holy fire burning damage to instant consecration damage.

New Description: Holy Force consecrates the ground in a small area around the target, dealing 80% to 105% (Healing Power) spell damage to all targets in the area. Deals double damage against creatures.

Golden Guardian (RavenCard)

  • Duration of Mend effect decreased from values ranging 5 to 15 seconds to values ranging 3 to 8 seconds.

New Description: Circle of Light applies Mend to targets inside its area for 3 to 8 seconds, depending on the rarity of the equipped card.


Spiritual

Spiritual received widespread buffs to bring PvE damage and healing output up to more competitive levels. The archetype is underperforming compared to other options in many areas, so we increased damage on multiple abilities and improved healing values. We also made The Cost of Restoration more attractive by removing harsh penalties, and added synergies between abilities like Regenerate and Party Recovery.


The Cost of Restoration

  • Effect changed from increasing both Mana Regeneration and Health Regeneration by 30% to increasing only Mana Regeneration by 30%.
  • Health Regeneration effect changed from a 30% increase to a 20% reduction.
  • Maximum Mana reduction effect of 30% removed.

New Description: Increases your Mana Regeneration by 30%. In turn, reduces your Health Regeneration by 20%.

Cyclone

  • Primary target damage scaling increased from 70% (Spell Power) to 80% (Spell Power).
  • Secondary target damage scaling increased from 40% (Spell Power) to 45% (Spell Power).

New Description: Casts a cyclone dealing 80% (Spell Power) spell damage to the target and bouncing off to 2 other targets within a medium area around the target, dealing 45% (Spell Power) spell damage to each secondary target. If Cyclone doesn't bounce, it deals additional 20% (Spell Power) spell damage to the target. Every third cast of Cyclone reduces the remaining cooldown of Spiritual skills by 0.5 seconds.

Naturalist Mage (RavenCard)

  • Skill name changed from “Whirlwind” to “Cyclone”.

New Description: Increases Cyclone bounce damage from 40% to 80%.

Regenerate

  • Healing power scaling increased from 50% to 55% per second.
  • New effect added: Heals an additional 20% (Healing Power) health per second for 8 seconds if the target is under the effect of Party Recovery.

New Description: Heals 55% (Healing Power) health per second to a target for 8 seconds. Heals an additional 20% (Healing Power) health each second for 8 seconds if the target is under the effect of Party Recovery.

Elf Druid (RavenCard)

  • Effect changed from increasing mana regeneration by a flat percentage (15% to 33%) to regenerating a percentage of maximum mana per second (40% to 70%).
  • Old effect was a buff to mana regeneration rate; new effect is direct mana regeneration over time.
  • Duration stated as 8 seconds in the new effect.

New Description: Targets affected by Regenerate regenerate their Maximum Mana from 40% to 70% each second for 8 seconds.

Whirlwind

  • Base spell damage increased from 100% (Spell Power) to 110% (Spell Power).
  • Damage scaling per 10 Aether consumed increased from 30% (Spell Power) to 35% (Spell Power).
  • Cooldown reduced from 25 to 20 seconds.

New Description: Deals 110% (Spell Power) spell damage. Increases damage by 35% (Spell Power) per 10 Aether consumed.

Windstrike Spirit

  • Base spell damage increased from 100% (Spell Power) to 110% (Spell Power).
  • Damage scaling per 10 Aether consumed increased from 30% (Spell Power) to 35% (Spell Power).

New Description: Imbue your target's weapon with wind for 15 seconds. Every basic attack of the target affected by Windstrike Spirit deals additional 20% Adaptive Damage to the target. Increases Windstrike Spirit damage by 3% Adaptive Damage per 10 Aether consumed.

Saurian Skullmage (RavenCard)

  • New effect added: Force Push now deals from 40% to 70% (Spell Power) spell damage to pushed targets.
  • New effect added: Force Push deals additional 60% (Spell Power) spell damage to confused targets.

New Description: Force Push increases your Movement Speed from 40% to 70% and the Movement Speed of your party members by 50% of that amount for 4 seconds. Force Push deals (Spell Power) spell damage to pushed targets. Force Push deals additional 60% (Spell Power) spell damage to confused targets.

Party Recovery

  • Healing Power scaling increased from 15% to 20% for the initial heal.
  • Healing Power scaling for regeneration increased from 3% to 6% per 10 Aether consumed.

New Description: Restores 20% (Healing Power) health for 15 seconds to the entire party. Regenerates additional 6% (Healing Power) health per 10 Aether consumed.

Typhoon

  • Slow amount decreased from 30% to 25%.
  • Damage effect added: Typhoon now deals 30% Spell Power damage every 1 second to all targets affected.
  • Slow effectiveness scaling reduced from 10% per 10 Aether consumed to 5% per 10 Aether consumed.

New Description: Places a typhoon that pulls targets within a medium area to the edge of the typhoon, slowing them by 25% for 5 seconds. Typhoon deals 30% (Spell Power) damage every 1 second to all targets affected by it. Increases slow effectiveness by 5% per 10 Aether consumed.


Shark Hydromancer (RavenCard)

  • Added new effect: deals double damage against creatures.

New Description: Typhoon deals additional (Spell Power) damage every 1 second to all targets affected by it. Targets in the middle of the area of Typhoon take double damage from it. Deals double damage against creatures.


Witchcraft

Witchcraft changes focused on bringing damage and sustain values up to competitive levels. Multiple abilities received damage increases to improve the archetype's offensive capability. Death Touch cooldown was reduced for better execution availability and consistency with 5 cost skills, while Hex gained healing reduction to provide more tactical utility in group fights.


Arcane Torrent

  • Damage scaling increased from 40% (Spell Power) to 45% (Spell Power).

New Description: Fires 5 arcane bolts dealing 45% (Spell Power) spell damage for 3 seconds. Increases the number of arcane bolts by 1 per 10 Aether consumed. Reduces the cooldown of Arcane Torrent by 0.5 second per Arcane Pulse stack.

Leech

  • Spell Power scaling increased from 20% to 23% per second.

New Description: Throws a leech at the target, dealing 23% (Spell Power) spell damage per second for 10 seconds, healing you by the same amount.


Siphon

  • Numerical value for total drain and damage increased from 200% (Spell Power) to 220% (Spell Power).

New Description: Drains mana from your target every second over 8 seconds, up to a total of 220% (Spell Power), dealing the same amount as damage. Reduces channeling time by 1 second for every 10 Aether consumed. The total mana drained and damage dealt remain unchanged.

Death Touch

  • Cooldown reduced from 60 to 50 seconds


Hex

  • New effect added: reduces healing received by 35% for the duration.
  • Effect changed from simply turning the target into a toad to also applying a healing reduction debuff.

New Description: Turns the target into a toad for 2 seconds, reducing their healing received by 35% for the duration of the effect. Increases duration for 0.4 seconds per 10 Aether consumed.


Naturalist

Naturalist changes continued addressing community feedback about the archetype's dominance. We increased resource costs on key abilities like Life Touch, reduced Bristlehide's defensive area coverage, and further adjusted Thorn Wall to be less oppressive following previous patch feedback. Several abilities gained double damage against creatures to maintain or introduce PvE viability while addressing PvP concerns.


Life Touch

  • Mana Cost increased from 5% to 12%.


Bristlehide

  • Reflection radius decreased from 7 tiles to 4 tiles.
  • Mana Cost increased from 5% to 10%.

New Description: Bristlehide can be cast on self or over a friendly target, creating a Barrier of 250% (Healing Power) health on the target, lasting 8 seconds. While the Barrier is active, the target reflects 5% of the damage received back to the attacker if they stand within 4 tiles. Increases the damage reflected by an additional 1% per 10 Aether consumed.

Solar Flare

  • New effect added: Solar Flare deals double damage to creatures.
  • Mana Cost increased from 5% to 9%.

New Description: Deals 75% (Spell Power) spell damage to all targets in a small area around yourself. Targets hit will become confused for 2.5 seconds. Increases the damage of Solar Flare by 10% per 10 Aether consumed. Deals double damage to creatures.

Thorn Wall

  • Duration decreased from 6 seconds to 5 seconds.
  • Slow effect reduced from 70% to 35%.
  • Damage tick interval increased from every 20% seconds to every 40% seconds.
  • Damage per tick changed from 40% (Spell Power) to 50% (Spell Power).
  • New effect added: Thorn Wall deals double damage to creatures.
  • Mana Cost increased from 10% to 13%.

New Description: Summons a wall of thorns lasting for 5 seconds. Enemy targets that step inside the wall are slowed by 35%. Every 0.4 seconds, the wall of thorns deals 50% (Spell Power) spell damage to enemy targets standing on it. Deals double damage to creatures.

Sand Spider

  • Damage changed from 5% to 22.5% (Spell Power) every 2 seconds to fixed values from 10% to 35% (Spell Power) spell damage over time every 2 seconds.
  • Duration reduced from 10 seconds to 6 seconds.
  • Healing reduction effect removed; old effect reduced healing received by the same amount for 10 seconds, new effect does not mention healing reduction.

New Description: Enemy targets damaged by Thorn Wall will receive a condition that deals (Spell Power) spell damage over time every 2 seconds for 6 seconds.


Ballistics

Ballistics received numerous quality-of-life improvements focused on responsiveness and skill fluidity. Cast times and explosion delays were reduced across multiple abilities to make combos more reliable and feel better to execute. We balanced these improvements with cooldown adjustments on defensive tools like Smoke Screen, while buffing underused abilities like Pirate's Parry and Pirate's Ambrosia.


Double Tap

  • Casting time reduced from 1 second to 0.8 second.
  • Damage per shot increased from 97.5% Weapon Power weapon damage to 105% Weapon Power weapon damage.

New Description: After casting for 0.8 second shoots twice, each shot dealing 105% (Weapon Power) weapon damage. Casting time is reduced by 20% per 10 Aether consumed.

High Elf Sniper (RavenCard)

  • Damage values changed from 40-75% to 50-75%.

New Description: Both shots from Double Tap now ricochet to enemies within a large area around the primary target, each dealing 50-75% of the damage dealt to the original target.

Reiner Blitz (RavenCard)

  • Explosion delay reduced from 1.5 seconds to 0.5 seconds.

New Description: After being pushed back by Scatter Shot, drops a bomb at your original position that will explode after 0.5 seconds, dealing (Weapon Power) weapon damage to targets in a small area around itself.

Grappling Hook

  • Cooldown reduced from 60 to 40 seconds.
  • Mana Cost increased from 5% to 7%.


Morningstar Smiter (RavenCard)

  • Explosion delay reduced from 1 second to 0.5 second.
  • Damage values from 30 to 55% (Weapon Power) in changes, whereas old values ranged from 30 to 65%.
  • Maximum damage value decreased from 65% to 55%.

New Description: Grappling Hook now drops a bomb at your original position that will explode after 0.5 second, dealing (Weapon Power) weapon damage in a small area around itself and slowing affected targets by 30% for 2 seconds.

Multi-Target

  • Channeling lock duration decreased from 0.4 seconds to 0.2 seconds.
  • Additional shot lock duration decreased from 0.4 seconds to 0.2 seconds per 10 Aether consumed.

New Description: Locks onto your target while channeling for 0.2 seconds, then shoots dealing 200% (Weapon Power) weapon damage. Every 10 Aether consumed adds an extra shot, locking for an additional 0.2 seconds, prioritizing new targets. Each shot deals 125% (Weapon Power) weapon damage, but hitting the same target more than once reduces each hit by 20% damage.

Pirate’s Ambrosia

  • Healing scaling increased from 100% (Weapon Power) to 150% (Weapon Power).

New Description: Makes you drink from a keg of Pirate's Ambrosia, healing you for 150% (Weapon Power) every second for 3 seconds. Moving cancels the channeling.

Smoke Screen

  • Cooldown increased from 25 to 35 seconds.


Pirate’s Parry

  • Channel duration increased from 1 second to 2.5 seconds.
  • Damage reduction increased from 50% to 70%.
  • Damage amount per hit remains the same at 55% (Weapon Power).

New Description: Channels for 2.5 second, reducing all incoming damage by 70% for the duration, then deals 55% (Weapon Power) weapon damage to targets in a small area around yourself.

Great White Shark (RavenCard)

  • Numerical values for Corroded Armor reduction changed from a fixed 1–8% scaling to explicit values of 3–8%.

New Description: Illegal Munitions no longer empowers your basic attacks to deal area damage. Instead, it makes your basic attacks apply Corroded Armor to your target, reducing their Weapon Defense and Spell Defense by 3% to 8%. Corroded Armor lasts for 4 seconds.


Future Content Teaser Alert 👀

Ever since the first wave of expeditions, Adventurers and Munk Seekers have been uncovering clues about these ancient ruins and crypts crawling with the restless dead. Are these the remains of a long-lost civilization? What fate befell them?

Out of all the recovered relics and ancient scriptures, none have caused more debate than the fragments showing a towering figure rising from pools of dark tar. Many pieces of this puzzle seem to point towards something buried deep beneath Tarmire, a chamber sealed under six locks, and an ominous warning:  

“Through the black river's flow, life unravels.
Its waters drown memory and flesh alike.
Below it rests, sealed by six.
Enduring even the grave's decree.
Rouse not what time abandoned.
In the deep, only silence remains.
Open not the path.
Name not the sleeper.”

What lies under Tarmire remains unknown… but whatever stirs below the dark pools is unlike anything seen before.


Tell us what you think about the Munk Madness Expansion: Join the discussion in our Tavern on Discord and share your thoughts!